Function Index

From Vendetta Lua
Revision as of 20:42, 27 June 2007 by Chefkoch (Talk | contribs)

Jump to: navigation, search

Functions

AbortMission

Definition:
AbortMission() -> ??

Description:
Abort the currently running mission.

Arguments:

Returns:

Example:

Article

Definition:
Article(string word) -> string ret1

Description:
prepends the appropriate article to the string word

Arguments:
word string to prepend an article to.

Returns:
ret1 the string with an article prepended.

Example:
Article("apple") -> "an apple"

CanUseAddon

Definition:
CanUseAddon(string itemid) -> bool ret1 table ret2

Description:
check if the player can equip the addon itemid

Arguments:
itemid itemid of addon to check

Returns:
ret1 true or false depending on equipability
ret1 license requirements of the item at the current station (only returned for local addons and if the player is docked with the station)

Example:
CanUseAddon(12345) -> true {1, 2, 2, 2, 2}

CanUseMerchandise

Definition:

Description:

Arguments:

Returns:

Example:

CancelPurchaseShipLayout

Definition:

Description:

Arguments:

Returns:

Example:

ClearGeneralChatLog

Definition:

Description:
doesn't seem to do anything ...

Arguments:

Returns:

Example:

ClearLastShipLoadout

Definition:
ClearLastShipLoadout() -> nil

Description:
prevents client from asking to rebuy ship after destruction

Arguments:

Returns:

Example:

ClearMissionChatLog

Definition:

Description:

Arguments:

Returns:

Example:

ClearProximityCache

Definition:

Description:
I guess it clears the proximity cache?

Arguments:

Returns:

Example:

ClearStationChatLog

Definition:

Description:
does nothing...

Arguments:

Returns:

Example:

ConfigureMultipleWeaponGroups

Definition: ConfigureMultipleWeaponGroups{table group1key1, table group1key2 ... table group1key6, table group2key1, table group2key2...}

Description:
configures weapon groups according to given tables

Arguments:
group*key* each table seems to represent one group key to which a group of ports can be assigned. Members of the tables contain boolean values where each index represents a port. the first index seems to switch the whole group on or off depending on its value. that kind of works for the first table at least ..

Returns:

Example: ConfigureMultipleWeaponGroups


ConfigureWeaponGroup

Definition:

Description:

Arguments:

Returns:

Example:


ConnectAddon

Definition:
ConnectAddon(int portid, int itemid) -> bool ret1

Description:
Attaches the addon itemid to the active ship in port portid

Arguments:
portid portid of the the port
1 = battery
2-n = s-ports
n+1-m = l-ports
itemid itemid of the addon

Returns:
ret1 returns true if the player is docked and has an active ship otherwise nil

Example:
ConnectAddon(2, 123) -> true
put the addon 123 into port 2 while the player is docked to a station

DeleteCharacter

Definition:

Description:

Arguments:

Returns:

Example:

DisconnectAddon

Definition:
DisconnectAddon(int itemid) -> bool ret1

Description:
detaches the addon itemid and stores it in the station
Note: detached items will likely have a different itemid in the station

Arguments:
itemid id of the item to detach

Returns:
ret1 returns true if the player is docked and has an active ship otherwise nil

Example:
DisconnectAddon(123) -> true remove the item 123 from the active ship while the player is docked to a station


DisconnectAllAddons

Definition: DisconnectAllAddons() -> nil

Description:
Detach all addons from the active ship and store them in the current station

Arguments:

Returns:

Example:

DisableProximityWarning

Definition:

Description: not tried but looks obvious

Arguments:

Returns:

Example:


"GetStationSellableInventoryInfoByID"
"GetStationShipList"
"GetStationTurretInfo"
"GetStorageLocationSector"
"GetSurveyChoices"
"GetSurveyQuestion"
"GetSystemID"
"GetTargetDistance"
"GetTargetFriendlyStatus"
"GetTargetInfo"
"GetTip"
"GiveMoney"
"HasLastShipLoadout"

IsConnected()

Returns: wheater you are connected to the game

"IsEnemy"
"IsStormPresent"

JettisonAll()

Jettisons the cargo in your hold.

JettisonMultiple

JettisonMultiple{int itemid = int count; ...}

Same as JettisonSingle() but takes a table of itemid and count pairs as argument

JettisonSingle

JettisonSingle(int itemid, int count)

Jettisons count units of the cargo itemid

Script: jettison junk


"JoinChannel"
"LeaveChannel"
"ListChannels"
"LoadCargo"
"LoadChannels"
"LoadNavpath"
"Login"
"Logout"
"PlayerInStation"
"PlayerInventoryIterator"
"PrintJoinUsage"
"PrintLeaveUsage"
"ProcessEvent"
"PurchaseMerchandiseItem"
"PurchaseShipLoadout"
"RegisterEvent"
"ReloadInterface"
"ReplenishAll"
"ReplenishWeapon"
"RequestCharacterStats"
"RequestLaunch"
"RequestMissionDetails"
"RequestMissionList"
"RequestNewsArticle"
"RequestTargetStats"
"SaveChannels"
"SaveNavpath"
"SaveShipLoadout"
"SelectActiveShip"
"SelectCharacter"
"SellInventoryItem"
"SendChat"
"SendMissionQuestionResponse"
"SetCurrentChatTab"
"SetHomeStation"
"SetShipPurchaseColor"
"ShortLocationStr"
"SubmitSurvey"
"TabCompleteName"
"UnloadCargo"
"UnloadSellCargo"
"UnregisterEvent"
"clearscene"
"debugprint"
"ipairs"
"loadscene"
"log_print"
"next"
"pairs"
"spickle"
"tonumber"
"tostring"
"type"
"unpack"
"unspickle"

Variables

"CLASSTYPE_ADDON": 2
"CLASSTYPE_FLAG": 3
"CLASSTYPE_GENERIC": 0
"CLASSTYPE_MISSION": 5
"CLASSTYPE_SHIP": 1
"CLASSTYPE_STORAGE": 4
"VO_VERSION": 3
"Platform": "Unix"

Tables

"Buddy"
"Duel"
"FactionName"
"FactionNameFull"
"FactionStanding"
"Game"
"Guild"
"Ignore"
"InvManager"
"Mentor"
"NavRoute"
"Skills"
"Timer"
"Vote"
"coroutine"
"gkini"
"gkinterface"
"gkmisc"
"gvector"
"iup"
"joystick"
"math"
"math3d"
"quaternion"
"radar"
"string"
"table"